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Though whenever NPCs arrive (no time soon, FYI) there might be more in the way of actual quests and things, I dunno.
You make your own character with their own story. I like how it works currently. You're just some unfortunate person stuck in a large-scale military quarantine filled with zombies, the game doesn't set the goals for you, you set your own goals.
I like how the story plays out currently, just on the radios and TVs. I prefer it to be more background noise for the first few weeks.[You could install the survivor radio mod for tons of more broadcasts]
As for your example, go and do it. You don't need the developer to tell you to burn piles of bodies in front of the church, kill every zombie dressed like whatever, or marry a corpse.
Idk the plans for this game. You can take it in several directions. I guess this is why people want NPC so bad. It makes the world more believable and flourish the game with possibilities. It makes the game easier to role play, to have different stories & personal goals etc. If anyone could link healthy discussions on this topic on what developers plan to do with this I would really appreciate. Most of the ones I come across just had people begging for for the feature & arguments, but I didn't see anything about how the developers would actually implement ideas and plans behind the subject.
Objectives and goals sound good but what would those be? Should it be like Most other survival games? Lets build a rocket. or Would they be more like goals similar to achievements?
- Collect this amount of water or food
- kill this many zombies
- drive this many miles
- Craft these things
- Max out this skill
My opinion would be that the game would be better off without that kind of approach. I think it would be more beneficial to have stuff like more scenario options, obviously NPC, interesting traits, things that affect the map over time etc. A scripted story wouldn't be bad, but if its in sandbox and it has characters with the same story that always happens at the trailer park then I can see how that could easily take you out of immersion. I'm sure the devs and a lot of us can come up with an endless amount of ideas but those ideas will influence the way the player approaches the game.
Right now, there's not much going on influencing my "goals" than the last games I died in. That's its weak point IMO. There are minor things that can change the experience such as rng loot and some options we can tweak to change the feel a bit tho. I can entertain myself with base building and make arbitrary goals around that. Would the devs prefer me to BUILD my own base? I couldn't tell you, it's not obviously rewarded. The map kinda does a number on me. I enjoy trying to figure out where I am on the map, marking it, deciding where I need to go next but I will learn these places & roads at some point. Atm it's a bit weird to see most of these buildings in order as if there are no other survivors around. At times there are barricaded houses with weapons stashed, that's about it. I haven't walked into a place asking myself "WTF happened here!" OR "this place wasn't like this a few days ago." Some of the mechanics such as healing, mood management seems like a WIP but I'm excited to see what will be done with mechanics like that.
Anyways, sorry for the sloppy post, wasn't thought out and unnecessarily long. Feel free to pick at it.
No I am sick of story-in-your-face and I am glad that the only goal here is personal growth.
This isn't a game that has achievements or goal milestones like this. Play the Dead Rising Series or something else if you want something compartmentalized like that. This is a big sandbox where there are a lot more dead things than alive, and each time you play, you tell or extend the story of someone who tried to live in this environment.
I personally like the game, been following it for years, but I am someone who likes a goal or an aim. There's a lot of fun to be had with sandboxes, but I personally like a goal or two to aim towards and a bit of story. Ultimately, sandboxes do get a bit tiresome when there's no one to interact with, no real story to uncover. Additionally, for people like me, I get mind flooded without a goal or aim. I don't know what to do, where to go, why I should.
There's never a reason to not have a goal or aim in games imho, but each to their own. I'd certainly be more inclined to play if I had a story/goal/guidance to achieve whilst living within the sandbox.
That's one of the main reasons I moved away from story games (quite apart from the gameplay almost always being the same third person action game with stealth elements *yawn*) and over to sandbox games where I can make my own stories.
The goal of this game is 'try not to die' while having the sandbox world you set up suggest the manner in which that happens. Maybe you're a gonner three hours in while trying to find a building that's not locked up in the middle of one of the towns. Perhaps you made it okay and seven months later you take a random scratch or bite during the run to get that last can of chili off the shelf you were saving for a rainy day. Either way, you determine every bit of how the story unfolds and there is no handholding. Ultimate replayability is taking John/Jane Q Random and telling their story, right up to the bitter end.
Gonna stop ya there buddy, the goal of the game isn't "Avoiding death", the game already tells you at the start of every new game that "This is how you died". It's more like a re-telling of your last days before you died. No matter how long you lived, in the game's cannon, you still "died". I like that, makes the game more bleaker, if a story mode should be added, it should be how they handled the previous versions, like how you would different chapters.
I still remember the good ol days when the tutorial/first story had you play as the man from the main menu trying to save his wife.